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  3. would like to share a few suggestions to improve the tactical depth and usability of unit formations in 0 a.d.: Maintain Formations During Attacks: Currently, when ordering a formation (like a Roman Testudo or Greek Phalanx) to attack, the formation breaks apart as units rush to fight individually. It would be great if formations could move and attack as a single cohesive block, maintaining their defensive bonuses and structure during defensive advances or slow pushes. Improved Stance and Range Management: Managing ranged units or tactical retreats is currently difficult because troops automatically engage anything in range, disrupting the battle plan. We need better control or dedicated stances to prevent units from breaking formation to chase retreating enemies or breaking ranks to attack targets of opportunity. Custom Formation Dimensions (Width and Length): It would be extremely helpful to choose the specific dimensions of a formation before or during placement. For example, allowing players to adjust the grid to be 10 units wide by 5 units deep, or vice versa, either through hotkeys or by clicking and dragging the mouse to draw the line of deployment If you see any AI, it's because I used it since I don't speak English. Thank you for your hard work developing this magnificent game.
  4. Yesterday
  5. wzyas

    Mod request.

    @Thalatta thanks for the link When I have time I will look more about it. Keep in mind that my initial thought was a mod to play against the computer. Single player game.
  6. I've never done anything regarding my suggestions, hoping the ones that resonated more with many would get eventually picked up, since I'm quite reluctant on adding formal requests to the hundreds around. I think @guerringuerrin mentioned that at some point he might do a PR with the better accepted ones, but no idea if something happened. These look nice. Crowded, but tidy enough for that not to be a problem. I have not read everything, but I'm confused about some decisions, for example the penteconter is not an Athenian thing, and was used for centuries before the start of the game. If you want, later on I can make a list of things that seem too inaccurate, with substitute proposals.
  7. Unfortunately not easily, I will probably write a deko3D backend since it's native and will be best
  8. Thalatta

    Mod request.

    @wzyas you are not saying anything that has not already been discussed in the link I've sent you, even in more depth regarding balance between what is automated in relation to added complexity. Please read that thread, you might find some interesting things being discussed. Now, if that is indeed the case for higher-level players, then I find this argument quite convincing. It would make things easier for lower-level players, without making it unfair in relation to higher-level players, which I find a desirable feature.
  9. @Souldbyt very nice! Is it possible to run Vulkan there?
  10. Omg amazing, didn't even know about that technique, i thought maintaining a good formation and ranged to infantry ratio was all i needed. I just gained 50 ELO
  11. Did you install a VPN such as Proton ? I had an issue were it messes with Window's network configuration (eg : create rules to use their DNS that overwrites user configurations) and it was a nightmare to remove. Not saying it is the reason but i'd like to know.
  12. Hi all: Wanting to contribute to the wiki here: https://gitea.wildfiregames.com/0ad/0ad/wiki When I follow the 'help' hyperlink outlining how to start contributing it takes me to an index of all pages, none of which is help!! What is this idiot doing wrong? Please help!
  13. Honestly, I'm not convinced that optimizing a programming language primarily for absolute beginners is as beneficial as it sounds. Python followed a similar philosophy, but learning to program well is vastly harder than learning a handful of keywords. Any design tradeoff that makes the language slightly easier during the first week, at the cost of making it less expressive or more awkward for experienced users over the following years, seems questionable. Nowadays, if the goal is to let people write programs in natural language, LLMs already provide a much more flexible solution. You can describe the program in your own language and have the model translate it into an established programming language. That avoids permanently baking "natural language" compromises into the language itself. Python is an example of the downside of prioritizing beginner friendliness too much. The core language is simple, but once you start doing more advanced things, many features feel like workarounds layered on top of the original design. The result is code that can actually become harder to read and reason about than languages that were designed with more consistency and long-term scalability in mind.
  14. Moar mockups, this time for the Civilization Overview :
  15. I think it would be nice to have auto-scout as a feature. In a lot of games with the feature, some people use it, while many don't. Higher-level players find it doesn't scout as efficiently as they want it to, so they prefer to scout by hand. Lower-level players like the APM it frees up, so they are more likely to use it. I think it's a fine feature. It's something that was desired in the original game design 20 years ago. It would be neat to have it come back.
  16. Is the removal of this an Issue or Pull Request yet? I agree with removing this redundancy.
  17. I meant, PR for the background code to make formation bonuses a possibility. The formation bonuses themselves can be a separate PR.
  18. Vanilla 0AD? Better not pull in there unless they have solid plan of formation bonuses.
  19. Oh ok so I think you do need @stevenlau for that.
  20. Yes, if you get Ahisma (all units), you gather berries faster and farm faster, but gather meat slower... whether ur a horse, civilian or soldier. germs civilians gather meat 100% faster, you can see it in stats. IT says civilians, there is only one type of civilian unit, dont confuse it with citizen
  21. Last week
  22. So... I got 0AD compiling with libnx on switch. It doesn't run yet but spidermonkey works perfectly. I hope to get it working with OpenGL and JIT SpiderMonkey
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